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Colony Color Scheme
===================
This mod item type allows you to create new Colony Color Schemes (named Building Colors in-game) that can be applied to buildings though the Command Center.
These schemes define how specific parts, which we call ?, of in-game objects will be rendered. These parts are separated into 6 categories:
Outside, Inside, Mining, Electro, Life, Vehicles. What will actually be affected is the roughtness, metalic and base colors of these parts.
New color schemes will automatically appear in the Building Colors category of the Command Center.
To define which material will be used where, buildings will have four "Palette color #" properties with a dropdown list of all materials available to a Colony Color Schemes.
Colorization Textures
=====================
A colorization texture should be added to all Blender models that can take advantage of the Colony Color Schemes.
This texture must be named "Colorization" and must use "UVChannel_1".
Also, an appropriate number should be set for the "Number of masked colors in CM" property, depending on the number of parts the model is separated into. This property can be found inside the Haemimont Material. The maximum number of parts is 4.
The texture will act as four masks combined into one:
- Black color (#000000ff) will be ignored.
- Red color (#ff0000ff) will mark the "first" part.
- Green color (#00ff00ff) will mark the "second" part.
- Blue color (#0000ffff) will mark the "third" part.
- The alpha channgel (#00000000) will mark the "fourth" part.
There cannot be any mixing at the edges between two different parts and all colors must match those hex codes exactly.
The Base Color texture should also be prepared. Parts that will be colorized should be grayscale. Recomended values range from 190 to 220.
You can always use the sample Subsurface Heater asset, that is supplied with the game, as reference.
Colony Color Scheme Properties
==============================
Display Name (*self.display_name*)
------
The display name of this Colony Color Scheme, as shown to the player inside the Command Center.
Image (*self.image*)
------
The preview image of this Colony Color Scheme, as shown to the player inside the Command Center.
outside_base (*self.outside_base*)
------
Defines the base material used for outside buildings.
outside_metal (*self.outside_metal*)
------
Defines the base metalic material used for outside buildings.
outside_dark (*self.outside_dark*)
------
Defines the material used for the darker parts of outside buildings.
outside_accent_1 (*self.outside_accent_1*)
------
Defines the material used for most accented parts of outside buildings.
outside_accent_2 (*self.outside_accent_2*)
------
Defines the material used for some accented parts of outside buildings.
outside_accent_factory (*self.outside_accent_factory*)
------
Defines the material used for accented parts of factory buildings (including the Fuel Refinery).
mining_base (*self.mining_base*)
------
Defines one of the base materials used for mining buildings (the other one is outside_base).
mining_accent_1 (*self.mining_accent_1*)
------
Defines the material used for accented parts of mining buildings.
electro_base (*self.electro_base*)
------
Defines the base material used for electricity producer/storage buildings.
cables_base (*self.cables_base*)
------
Defines the base material used for cabels.
electro_accent_1 (*self.electro_accent_1*)
------
Defines the material used for some accented parts of electricity producer/storage buildings.
electro_accent_2 (*self.electro_accent_2*)
------
Defines the material used for some accented parts of electricity producer/storage buildings.
life_base (*self.life_base*)
------
Defines the base material used for life support buildings.
pipes_base (*self.pipes_base*)
------
Defines the base material used for pipes.
pipes_metal (*self.pipes_metal*)
------
Defines the material used for metal parts of pipes.
life_accent_1 (*self.life_accent_1*)
------
Defines the material used for accent parts of life support buildings.
rover_base (*self.rover_base*)
------
Defines the base material used for rovers.
rover_accent (*self.rover_accent*)
------
Defines the material used for accented parts of rovers.
rover_dark (*self.rover_dark*)
------
Defines the material used for darker/lower parts of rovers.
rocket_base (*self.rocket_base*)
------
Defines the base material used for the Rockets.
rocket_accent (*self.rocket_accent*)
------
Defines the material used for accented parts of the Rockets.
dome_base (*self.dome_base*)
------
Defines the material used for the outline of the Domes.
inside_base (*self.inside_base*)
------
Defines the base material used inside buildings.
inside_metal (*self.inside_metal*)
------
Defines the material used for metal parts of inside buildings.
inside_accent_housing (*self.inside_accent_housing*)
------
Defines the material used for accented parts of housing buildings.
inside_accent_medical (*self.inside_accent_medical*)
------
Defines the material used for accented parts of medical facilities.
inside_accent_food (*self.inside_accent_food*)
------
Defines the material used for accented parts of food production buildings.
inside_wood (*self.inside_wood*)
------
Defines the material used for wooden parts of inside buildings.
inside_accent_service (*self.inside_accent_service*)
------
Defines the material used for accented parts of service buildings.
inside_accent_research (*self.inside_accent_research*)
------
Defines the material used for accented parts of research buildings.
inside_accent_factory (*self.inside_accent_factory*)
------
Defines the material used for bigger accented parts of inside factory buildings.
inside_accent_1 (*self.inside_accent_1*)
------
Defines the material used for some accented parts of inside buildings.
inside_accent_2 (*self.inside_accent_2*)
------
Defines the material used for some smaller accented parts of inside buildings.
none (*self.none*)
------
Defines the default material used for places where the color isn't defined in the Building Template.
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